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The Culling


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#1 Lurker14ownz

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Posted 09 December 2012 - 03:38 AM

So from reading the articles on culling in GW2 anyone else wish that it was an option to turn on or off? Those of us with good computers don't need people culled as it is annoying having invisible people, especially invisible enemies. The new system of having two groups of the culled is "ok" but still causes invisibility. I haven't played an mmo before where it made enemies invisible if there are to many on the screen, it just lags if your computer can't handle it.

#2 Rumstein

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Posted 09 December 2012 - 04:33 AM

You cant turn it off.
Its something on their side also, before sending the data from their servers to you.

Saves them money on bandwidth...

Edited by Rumstein, 09 December 2012 - 04:33 AM.


#3 matsif

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Posted 09 December 2012 - 06:15 AM

coming from eve nullsec battles, the problem with WvW isn't that bad.  in eve large alliances had to announce attacks to the devs so that they could reinforce the server node to support 1000+ players, and even then you were lucky to get a shot off (back when I stopped playing).  honestly I'd rather see more enemies than allies anyways.

that said I rarely go into WvW anymore as its boring.  the whole mode needs more of an overhaul than culling players on your screen before it becomes worthwhile imo.  small group supply camp capping isn't fun when you turn around 5 minutes later than there is a zerg there recapping it, not to mention how the entire culling issue is based around zerging being the only viable tactic to take a keep in any reasonable amount of time.

#4 Lucas Ashrock

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Posted 09 December 2012 - 08:15 AM

Not subbed games going cheap, ever heard of them?

#5 Robsy128

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Posted 09 December 2012 - 09:57 AM

It's not too much of a problem in PvE. Although I do agree, it's a pain in WvW. I was running around just scouting ahead. The whole area looked empty. Too empty. Before I knew it, I was downed and an army just phased into existence right before me. Seriously, 40 players or more just came out of nowhere. And that is when I killed them all! :D

I wish...

#6 dawdler

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Posted 09 December 2012 - 10:14 AM

View PostRobsy128, on 09 December 2012 - 09:57 AM, said:

It's not too much of a problem in PvE.
Its not a critical issue for general PvE, but its pretty damn annoying. They did something recently with the culling that started prioritizing who to cull (friendlies before enemies, non-group players before group players etc) but it continues to be totally ****ed up. I just finished my exploration of Metrica and on the last heart, it culled ONE PLAYER (a ranger, I could clearly see his invisible form shooting). It wasnt a crowded town, a gazillion NPC or anything. No, the backdrop was the freaking EDGE OF THE ZONE and maybe 5-7 Skritt. I must have had 200+ fps or something. From the moment I saw the bow firing effect to the moment I saw the player firing, it took around 10 seconds. I saw his pet long before I saw him.

Something is seriously wrong with the culling. The system is broken on a fundamental level.

#7 Shizu

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Posted 09 December 2012 - 11:08 AM

View Postmatsif, on 09 December 2012 - 06:15 AM, said:

coming from eve nullsec battles, the problem with WvW isn't that bad.  in eve large alliances had to announce attacks to the devs so that they could reinforce the server node to support 1000+ players, and even then you were lucky to get a shot off (back when I stopped playing).  honestly I'd rather see more enemies than allies anyways.



I can understand techical problems with a thousand players, not in a 30 vs 30 fight. Not on my 1800€ PC.
And not when other games found more sensible ways to solve the issue. See Aion, for example. Total disaster of a game, but they used low res, untextured models in zerg battles. You had enemies wearing underwear, but ad least those enemies were visible.

Edited by Shizu, 09 December 2012 - 11:09 AM.


#8 Lurker14ownz

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Posted 09 December 2012 - 02:45 PM

Yea, the culling system is way to limited. Its not like its culling only when there is is over a hundred players in a battle, I notice it culling when I don't see more than 40 people. I also have to agree than scouting up on an invisible zerg is pretty annoying lol

Maybe they will solve this issue one day..

#9 Millimidget

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Posted 09 December 2012 - 11:12 PM

View PostLurker14ownz, on 09 December 2012 - 02:45 PM, said:

I notice it culling when I don't see more than 40 people.
I've heard it starts culling once over 20 models.

My biggest issue is that it will cull enemy players in favor of closer enemy NPCs (including pets and especially clones). And stealth+culling is still broken as shit.

#10 BnJ

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Posted 10 December 2012 - 12:19 AM

View Postmatsif, on 09 December 2012 - 06:15 AM, said:

that said I rarely go into WvW anymore as its boring.  the whole mode needs more of an overhaul than culling players on your screen before it becomes worthwhile imo.  small group supply camp capping isn't fun when you turn around 5 minutes later than there is a zerg there recapping it, not to mention how the entire culling issue is based around zerging being the only viable tactic to take a keep in any reasonable amount of time.

This so so so fooking much.

Culling used to be a huge issue for me, but now that the game mode has become repetitive and mostly boring I'd say they should  focus on making this particular endgame more exciting and fun to keep people around.  I haven't played in over a week either.

#11 MeltyLotus

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Posted 10 December 2012 - 01:53 AM

It's the single thing I hate about this game. Invisible things just popping up. Pets with no masters etc. The draw distance is way to short for my taste. Sure I can see across the map but it looks empty. Mini map holds more info then the rest of the screen.

Its like when I first played Oblivion and the grass pops in right in the center of the screen as your moving along. But at least we can fix that with tweaks.




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